Playing-cards.



Patented Oct. 21, 1913.

2 SHEETS-SHEET l.

LoNEsoME L. A. ELY.

PLAYING CARDS.

.APPLICATION FILED MAR. 4. 1910.

n. amis@ FE COLUMBIA PLANouR/PH C11-,WASHINGTON u. c.

L. A. ELY.

PLAYING CARDS.

APPLICATION FILED MAR. 4, 1910.

Patented 0G13. 21, 1913.

2 SHEETS-SHEET 2.

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LEWELLEN A. ELY, 0F DAYTON, OHIO.

PLAYING-CARDS.

Specification of Letters Patent.

Patented Oct. 21, 1913.

Application filed March 4, 1910. Serial No. 547,285.

To all whom t may concern Be it known that I, LnwnLLEN A. ELY, a citizenof the United States, residing at Dayton, in the county of Montgomeryand State of Ohio, have invented new and useful Improvements in Playing-Cards, of which the following is a specification.

The invention relates to an improved game including a pack of cardswhich are particularly designed for playing in a manner similar to theusual card game, the game of foot ball.

The cards forming the essential of the improved game are designedparticularly with a view to permitting practically all of the playspossible in the usual game of football while at the same time combiningwith such plays the option or selection usually permitted ay player in acard game. This provides an exceedingly interesting and highlyinstructive variation which permits skill and knowledge of one pair ofplayers to overcome better cards in the hands of players of lessknowledge of the game of football and old line cards.

In the accompanying drawings, I have illustrated in Figures 1 to 12inclusive the entire cards of one suit of a pack. In Figs. 13, 14 and 15are illustrated the cards of the remaining suits corresponding to thecards of the main suit illustrated, shown in Fig. L1, it beingunderstood that each of the three suits denoted by the cards in Figs.18, 14 and 15, will have the same number of cards as in the suit fullyillustrated, and differing from the cards of said illustrated suit onlyin that they bear their own suit characteristic. Fig. 16 illustrates anadditional card, which may he termed accident.

In making up the pack, which it will thus be seen contains forty-ninecards, they are divided into four suits, distinctively illustrated inFigs. 1, 13, 14 and 15. rIhe suit of cards illustrated in Fig. 1 will betermed the gridiron, the suit illustrated in Fig. 13 will be termed thegrandstand, the suit illustrated in Fig. 141 will be termed the ball7and the suit illustrated in Fig. 15 will be termed the goal The gridironand grandstand suits are preferably colored red while the ball and goalsuits are colored black, though it is to be understood that anycontrasting colors desired may be used.

Ten cards of each suit have a fixed playing value under all conditions,which cards are illustrated in Figs. 3 to 12 inclusive, and may bedesignated as follows: lIhe lowest card, that shown in Fig. 3, is termedcenter and has a playing value of two; the next, shown in Fig. a, istermed left guard and has a playing value of three; the next, that shownin Fig. 5, is termed right guard and has a playing value of four; thenext, that shown in Fig. 6, is termed left tackle and has the playingvalue of five; the next, that shown in Fig. 7 is termed right tackle andhas a playing value of six; the next, that shown in Fig. 8, is termedleft end and has a playing value of seven; the next, that shown in F ig.9, is termed right end and has a playing value of eight; the next, thatshown in Fig. 10, is termed quarterback and has a playing value of nine;the next shown in Fig. 11, is termed left halfback and has a playingvalue of eleven; while the card shown in Fig. 12 is termed righthalfback and has the playing value of twelve.

In addition to the cards enumerated, there are included in each suit twoadditional cards the first of which is illustrated in Fig. 1 and iscalled foul or kicker, having the playing value of ten. This card ineach suit constitutes what may be termed the bower of the familiar gameof euchre, and the particular kicker card of the trump suit is the highplaying value card (except the accident), while the kicker card of thecorresponding color suit to the trump may be termed the left bower andsecond in playing value to the right bowel Each suit also contains acard having the playing value of the card illustrated in Fig. 2, whichcard is termed the fallback or lonesome, and has a playing value of oneor thirteen, in accordance with the play. rlhe deck also includes onecard which may be termed the accident, which card is illustrated in Fig.16, and in use, except in the specific instances hereinafter noted, ishigh playing value card,

Attacks are dealer and partner, at start of each half, and hold theball. Defense are two opposing players, guarding goal the fifty-fiveyard line. rFhe attacks always are the couple that have possession ofthe ball. Kicks is the term used instead of tricks strikes, or books,etc. Scrimmage is term used instead of shufliing as in other games.Trump is the card turned after the first deal, in each series of plays,until goal is reached. This trump card is turned neXt after dealing thedesignated number of cards to each player, and rules until goal is madeby one side, unless the half ends sooner, and any card of this trumpsuit, is of higher value than a-ny other card of off suit. Tf accident,turn trump that may designate no trump or it may and should bescrimmaged lower into deck, and another card turned for trump.' Accidentis always high trump, unless killed in a run or straight.

Deal should be by players in turn, commencing each scrimmage with theplayer dealing, who is to play first, if ball is at center. During playof game, if it becomes necessary to re-scrimmage all the cards, thenanyone may deal, but first play is from the party in possession of ball,whose card took last kick.

Lead is by dealer, one of the attacks at start of game. After beginningplay and until count is made that player leads who took last kick iftaken by side in possession of the ball, but if kick is taken by eitherof the defense, then the lead is from player to the left of previousleader. The loss of the ball carries with it privilege of lead.

Straight flush (counts only on downs), consists of four cards, same suitrunning in straight consecutive sequence or kick taking value, theaccident being high trump or plays at its special privileges. A straightrun is any four consecutive value cards (accident as any card). A flushconsists of four cards same suit. (Left kicker belongs to trump suit).Straight tackle lis when same color and value is played. @if side tackleis when same value is played, but of opposite color. Tackle below is forone of the defense to take a kick with a trump of less sequence valuethan the card led by the side in possession of the ball. Forward passconsists of the lead of any low 2 which calls out a still higher card atsecond hand, and, if successful, kick goes to partner.

Half time for a regular game shall be thirty-five minutes, and stopinstantly as the time expires for each half. Two halves for full gamemake seventy minutes, and the ball is in the possession of therespective sides successively at the start of the different halves. Losttime shall not be made up for any reason whatever. Set alarm atthirtylive minutes after starting play, then stop as alarm sounds.

Rules for play/mg.

l. Deal to each of four players (one card at a time) four cards, afterthorough scrimmage. First deal and lead is for one of attacking side.Turn next card face up, centrally on table for trump, where it remainsin plain view until a count is made. If the accident turns as trump, itshould be shuffled lower into deck, after which the neXt card is turnedfor trump. After the four cards are played, deal four others as before,and still again the remaining four cards to each, unless goal has beenpreviously reached. If neither' side has reached the fifty-live yardline of their opponents, then re-scrimmage all the cards except thetrump and deal around again, and again until goal is reached for count,then begin at center again, the side in possession of ball leading, thelast one of them to have taken kick, or if last kick was taken by adefense, then the attack seated at left of player who took kick.

2. Play starts with pin or peg at center on side of party havingpossession of ball, this pin being moved forward or back, and acrossboard as plays are made according to rules, that demand it.

3. Game is won by side that scores most counts during ytime of playinggame.v

4t. Points are touchdown 5. Field goal 4f. Touch back 3. Safety Kickedgoal 1. ATouch down is when pin or ball reaches the opponents fifty-fiveyard line. Field goal is when a straight or fiush (thirty yards gain)reaches fifty-live yards. Touch back is for defense, at kickoff, tocarry back ball to iftyiive yard line. Safety is when attacks lose theball back of their fifty yard line. Kick for goal is made when sidesecuring touch down gets next kick. This being after fresh scrimmage, acard is drawn' by each player.

5. First -play is the kick off, this recurring first lead of each dealof four cards. Gain or loss on kick olf is represented by deductingtotalV of corner points (card values) of one side from the sum total ofpoints of opponents, and when attacks secure the kick, it is an advance,but if defense take kick, it scores loss. Move score pin.

Rule 5A: Player of accident is penalized twenty yards unless it wasunavoidable, z'. e., was called for by a trump lead.

6. Dcwns are theY three kicks following` any kick off, lead being alwayswith side in possession of the ball, and the attacks must take two ofthese or lose the ball. Tf they secure three kicks after the kick off itscores fifteen yards gain. Two kicks score ten yards gain, and the lastkick live yards only for side in possession of ball. The ten yard gainis not scored until two kicks are seured while ball is in possession ofone s1 e.

7. Gains on downs: A straight flush, fifty-five yards gain to sidetaking kick, and if it reaches goal line (55) is a touch down, scoresfive points. l-ll-ta in any trick is touch down from any point of fieldfor attacks. A flush of four cards is field goal if the thirty yardsadvance reaches goal. A run of four cards (a straight) is same as aflush, thirty yards gain. Four of a kind (same value) on downs istwentyive yards gain. rlhree of a kind (same value) gives side takingkick ten yards gain. Two pair gives side taking kick live yards gain,(regardless of leader.) Forward pass gives, if successful, ten yardsgain, but if lost, loses ball. Straight tackle advances two yards, gainfor side playing, on downs only. Off side tackle advances one yard, assoon as played, on downs only. (A foul tackle gains nothing). Foultackle, played by defense, gives attacks live yards gain, and if playedby attacks, they lose the ball, only on downs. Tackle below, played bydefense gives attacks five yards. Played by attacks, they lose the ball,on downs. Signals 7-11-7 and 11 in kick taken when either led (ondowns), (attacks always lead). Same suit, twenty yards, same color,opposite suits, fifteen yards gain, and of opposite colors, ten yardsgain. 7-11 led as above by attacks, and kick goes to de` fense, withboth the 7 and 11 in kick, they lose the ball.

8. Suit must be followed, if suit card is held, except-(a) A tackle maybe played at any time, on partner or opponent, and counts as soon asplayed, on downs only. May play at kick olf. No gain. An accident mayhappen at any time, on downs to finish a straight. When the accidentplays thus, or is in an otherwise straight run, it is yet trump andassumes value of card for which it is substituted. (c) rl'rump or offsuit card, as discard, only if no suit, called for is held.

8a. lf accident is led as trump, and later a straight is formed, itstill retains its trump value, except that it reverts to the cornervalue of the substituted card. Thus may the accident be nullified.

9. Ball lost back of the fifty yard line of side in possession of ballloses the ball for next deal, and gives opponents two points in game.

10. Lonesome may be played as either high or low or counted so in runs.But does not lose its high value as a kick taker.

11. No gain previously made avails for the ten yards needed on downs tohold the ball. Attacks must take two kicks on downs or lose the ball.

12. Corner values are not deducted save on kick off. Never on downs.

13. Kick for goal is made always after a touch down, and at no othertime; then, if in the draw the player who made the play that secured thetouch down takes this kick, it is safe and scores 1. The Kick for goalis played by each drawing one card from the re-scrirnmaged deck, leaderis player whose card secured the touch down, and if he or his partnertakes that kick, count is safe.

141. Penalty and loss imposed by these rules that would result in atouch down is effective for only one-half distance to goal, even yardscounted.

15. 1f touch down has been secured at ring of bell, and kick for goalnot yet played, this shall be played for the 1 count after bell rings.

16. Kickers played by defense at kick oh? have double value, thus theirpoint value, played by defense on kick off is twenty instead of ten. Theother fouls count only their ten points on kick off. Kickers played onkick off by attacks carry no eXtra point value. Count ten only.

17. A card is in play only after it has touched the table, and cannot bechanged, exceptit is the wrong card to play, when it should be madecorrect, but if wrongly played by an attack, they lose the ball, and ifthe play was by a defense, then they are penalized five yards. Any showof cards to a partner, if detected, loses ball for attacks or penalizesdefense five yards.

1S. 1-11-44 (the right guard, left half back and accident) in kick takenby o-ne of the defense gives them only twenty yards gain, and if thisreaches goal, then only onehalf distance to gain in even yards, withpossession of ball.

19. A card must have touched table in play before lirst sound of bellthat ends each half, in order to count.

20. Coaching consisting only of calling partners or opponents attentionto a proper card to play at that time to make or hinder a point, isallowed, and for amateur players, recommended, but does not give anyauthority to tell or show cards any player may hold.

Some examples on, play/s.

On kick o if trump accident leads, partner plays lonesome trump andopponents play respectively left and right half backs, the gain would be44e plus 13 equals 57, and a trump 11 plus 12 (plays of defense) equals23, then 57 minus 23 equals 34: yards gain, and peg or ball would restat defense 34 yards line.

On kick off if leader plays say right guard (el trump), his partnerplays left guard and defense play accident and a kicker, it would be @Aplus 2O equals 64., minus (d plus or 57 yards, resulting in a touch backOn downs lonesome of off suit leads, left plays 2 of trump, partner G ofsuit and right 6 of same color, the tackle pushes the peg back twoyards, and the kick goes to defense, but having tackled below, givesattacks five yards gain. rlhen if the defense secure the neXt kick, theyget possession of ball without gain, and if they again take the third orlast on downs, this would give live yards.

On downs lonesome led, left follows with' tackle for one yard gain,partner plays suit 8 and right linishes kick with straight tackle fortwo yards, and .this last play being trump, take kick at tackle below,losing live yards, but the two pairs in kick would give them ive yards,thus holding' the opponents safe on downs, and if the defense get twokicks, the ball.

On downs, lett half back (l1) leads, trumps called for, lett plays 7trump, partner right end (S), and left tackle partners 7 of trump, tosave a flush, the kick goes to side in possession of ball on an ll lead,thus they gain twenty yards, less the value of defense tackle. 1

The game provides a great variety of plays and the combinations possibleare almost endless. rlhe game may be played without the use of the boardand the various gains marked on a blankpiece of paper o-r on paperspecially stamped for convenience.

It is of course to be understood that the various decorations or suitsymbols of the cards herein illustrated are intended to be simply aconventional distinguishing of the suits, and that l contemplate anydesired configuration or iinish in this respect.

Having thus described the invention, what I claim as new is A gamecomprising a pack of cards, divided into a series of independent suits,a pair of said suits being provided with like matter distinguishing thesame from the cards of the remaining suits, the cards of each suithaving numerical values successively increasing by the single unit one,and a plurality of controlling cards distinguishable from each other andfrom the cards of said suits, each controlling card being` provided witha designation giving it a value depending thereon, while one card of thecontrolling cards has a value greater than all of the cards of the pack,but its value is destroyed by the playing, thereot1 in combination withcertain of the cards of the suits and remaining controlling)` cards, andan additional card in each suit named for the full-back having its valuedetermined by the play.

In testimony whereof l aliX my signature in presence of two witnesses.

LEWELLEN A. ELY. Witnesses B. F. GRIFFIN, WILL MnIssNnR.

Copies of this patent may be obtained for ve cents each, by addressingthe Commissioner of Patents, Washington, D. G.

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